XNA-Textured Quad

This applicationfor this tutorial is here. In this tutorial we try to apply a texture (image file) to some drawing pimitives.

  1. Add a texture file (.bmp file) to the solution.
  2. Declare a Texture2D object and load the texture from the bmp;
  3. 	Texture2d texture;
           //...
            protected override void LoadContent()
            {
                // Create a new SpriteBatch, which can be used to draw textures.
                spriteBatch = new SpriteBatch(GraphicsDevice);
                texture = Content.Load("charlize_sml");
    
                // TODO: use this.Content to load your game content here
            }
  4. Declare and fill an array of VertexPositionTexture vertices. Create a vertex declaration for the VertexPositionTexture vertex type. Populate the vertices with position coordicates and texturecoordinates;
  5.  	VertexPositionTexture[] vertices = new VertexPositionTexture[4];
     	VertexDeclaration vertexDeclaration; 
    	\\...
    	protected override void Initialize()
            {
                // TODO: Add your initialization logic here
                
                vertexDeclaration = 
    					new VertexDeclaration(graphics.GraphicsDevice, 
    					VertexPositionTexture.VertexElements);
    
    
                // create our quad
                vertices[0].Position = new Vector3(0, 100, 0);
                vertices[0].TextureCoordinate = new Vector2(0, 1);
    
                vertices[1].Position = new Vector3(0, 0, 0);
                vertices[1].TextureCoordinate = new Vector2(0, 0);
    
                vertices[2].Position = new Vector3(100, 100, 0);
                vertices[2].TextureCoordinate = new Vector2(1, 1);
    
                vertices[3].Position = new Vector3(100, 0, 0);
                vertices[3].TextureCoordinate = new Vector2(1, 0);
    
                base.Initialize();
            }
  6. Set and enable the texture for the BasicEffect class
  7.      basicEffect.TextureEnabled = true;
         basicEffect.Texture = texture;
    
  8. Render the Primitive as usual
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace TexturedQuad
{
    /// 
    /// This is the main type for your game
    /// 
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        
        VertexPositionTexture[] vertices = new VertexPositionTexture[4];
        VertexDeclaration vertexDeclaration;
        BasicEffect basicEffect;
        Texture2D texture;

        float angle;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// 
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// 
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here


            basicEffect = new BasicEffect(graphics.GraphicsDevice, null);

            basicEffect.View = Matrix.CreateLookAt(new Vector3(0, 0, 500), new Vector3(0, 0, 0), Vector3.Up);

            basicEffect.Projection = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 4.0f,
                (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height,
                0.1f,
                100000);

            // create a vertex declaration, which tells the graphics card what kind of
            // data to expect during a draw call. We're drawing using
            // VertexPositionColors, so we'll use those vertex elements.

            vertexDeclaration = new VertexDeclaration(graphics.GraphicsDevice, VertexPositionTexture.VertexElements);

            // create our quad
            //give each vertex texture coordinates
            vertices[0].Position = new Vector3(0, 100, 0);
            vertices[0].TextureCoordinate = new Vector2(0, 1);

            vertices[1].Position = new Vector3(0, 0, 0);
            vertices[1].TextureCoordinate = new Vector2(0, 0);

            vertices[2].Position = new Vector3(100, 100, 0);
            vertices[2].TextureCoordinate = new Vector2(1, 1);

            vertices[3].Position = new Vector3(100, 0, 0);
            vertices[3].TextureCoordinate = new Vector2(1, 0);


            base.Initialize();
        }

        /// 
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// 
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            texture = Content.Load("charlize_sml");

            // TODO: use this.Content to load your game content here
        }

        /// 
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// 
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// 
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// 
        /// Provides a snapshot of timing values.
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// 
        /// This is called when the game should draw itself.
        /// 
        /// Provides a snapshot of timing values.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            graphics.GraphicsDevice.RenderState.CullMode = CullMode.None;

            // TODO: Add your drawing code here


            graphics.GraphicsDevice.VertexDeclaration = vertexDeclaration;

            angle += 0.01f;
            basicEffect.TextureEnabled = true;

            basicEffect.Texture = texture;

            basicEffect.World = Matrix.CreateRotationZ(angle) * Matrix.CreateRotationY(angle * 2);
            basicEffect.Begin();
            basicEffect.CurrentTechnique.Passes[0].Begin();

            graphics.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, vertices, 0, 2);

            // tell basic effect that we're done.
            basicEffect.CurrentTechnique.Passes[0].End();
            basicEffect.End();

 

            base.Draw(gameTime);
        }
    }
}